Wildlings OOC
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Wildlings OOC
Setting
The setting will be an alternate version of our world somewhere half-way the eighteenth century. A lot of the country names and some city-names have changed. Ireland stayed Hibernia for example, America is called Colombia and Oxford is now named Temford. The biggest difference however is the existence of Magic. It has for a long time been the sole domain of the Church just like Science and witches and wizards who operated outside the church were still accused of practicing black magic and were burned just as in our world. After the Reformation Science became more the domain of actual scientists and Magic followed soon after, becoming a science in itself. Studying magic is however an hazardous occupation and magicians are searching for other sources of knowledge than just their own often dangerous experiments. Old legends of the mysterious and magical Little Folk are dug out and studied despite the Church's declarations that the Other People never existed or were devils. Explorers and missionaries also often report nearly identical legends about another humanoid race among the primitive people of Colombia and Africa and scientist are wondering now if the "Wildlings"as they have come to be called, actually still exist.
Different Place-Names
Hibernia=Ireland
Hibernic=Irish
Caledonia= Scotland
Caledonic=Scottish
Britannia= England
Briton=English
Temford=Oxford
Colombia=America
Colombian=American
Francia=France
Frank=French
Republic of the Seven United Lowlands=Republic of the Seven United Netherlands ( Dutch will still be Dutch)
Hellenica:Greece
Hellen: Greek
Hispania: Spain
Hispanic: Spanish
Magic
Knowledge about magic is still very patchy and theories differ from magician to magician. Though it is tentatively being called a science, it is still taught almost exclusively from master to apprentice, and magicians are as much likely to work together as they are to slander each other. The Church's magicians work their magic usually through prayer. Those prayers can be very complicated, or they can be as simple as a Pater Noster and "communion with the light". The lay magicians usually work with rituals that can involve wands, circles, formulas and potions to sent the user in a trance. Succes is variable though the priests who can reach this strange "communion with the light" and the lay magicians who manage to get in trance tend to be a bit more consequent with their results than those who do not. They are however also more at risk of slipping and the results of that are usually not very pretty.
So far all attempts at mind-manipulation and other things of the like have ended up with the person involved being brain-dead, and most of the succesful attempts at magic seem to involve one form of telekinesis or another. The use of magic draws from the energy of the user and the more a magician practices the longer he'll be able to use magic. The amount of magical energy a magician can spent also seems to correlate with their health and most magicians are thus staunch believers of the old Hellen maxim: A strong mind and a strong body.
Wildlings
Little is known about the Wildlings except what can be gathered from the old legends, legends who seem to have their counterparts in almost every culture. According to the legends, they have pointed ears, are lithe and very beautiful, and lead very long lives. From what can gathered from their feats they seem to have a very profound knowledge of Magic, allowing them to live in regions where only few humans survive. It is said that their hair and eyes can have the oddest colors, which is why humans with rather unusual eye- or haircolor are often called 'Wildling-spawn' behind their backs. The Travellers, a rather withdrawn wandering circus-people are rather notorious for harboring many of such 'Wildling-spawn'.
The expedition
The University of Temford has set up an expedition to explore as yet unchartered parts of Africa and see if they can find remains of the Wildling civilization or even better the actual Wildlings themselves. For that they have contacted Captain Djazi Doherty a trader well known for the fact that he goes farther than all the others and known to come back from his travels with a few interesting artefarcts. Some of these are thought to be of Wildling origin.
Characters needed
Scientists, not only magicians but also botanists, cartografers, archeologists. We are after all entering unchartered terrain. Remember scientist may not all be priests but priests still can be scientists and it is in their best interest to be there when proof or even better no proof is found of the Wildlings' existence.We'll need the usual slew of adventurers, gentlemen-adventurers and soldiers, and I guess some of the sponsors will want to go with us too. You can also play a member of Djazi's crew if you want, but me and Szechuane wil mostly take care of that . Most of the crew is Hibernic. The scientists, the priests and the eventual sponsors will mostly be Briton. Adventurers and the rest can be of more diverse background though mostly European. Britannia and The Republic of the Seven United Lowlands are allies so Dutch characters are very likely. Be careful with Frank characters however, even then the Britons' and the Franks' relations were strained. Hispanic and Portuguese characters are strongly discouraged. Britannia and The Republic of the Lowlands are currently at war with Hispania and Portugal. We also discourage female characters. This is the eigtheenth century and we will be playing on a ship. Sailors don't like women on their ships. ( Sorry gals I can't help it they were sexists . )
The Rules
Me and Szechuane will be the mods. I don't think I will have to repeat the usual rules since you're all experienced writers but there is however one extra rule. As you must have read, knowledge about magic is still extremely patchy and dangerous and we reserve ourselves the right to say that a magician's magic didn't work or went boom. You don't have to ask for our permission each and every time but it can happen we'll ask you to change a post. We'll try to keep that to a minimum and I hope we won't have to do it at all.
The setting will be an alternate version of our world somewhere half-way the eighteenth century. A lot of the country names and some city-names have changed. Ireland stayed Hibernia for example, America is called Colombia and Oxford is now named Temford. The biggest difference however is the existence of Magic. It has for a long time been the sole domain of the Church just like Science and witches and wizards who operated outside the church were still accused of practicing black magic and were burned just as in our world. After the Reformation Science became more the domain of actual scientists and Magic followed soon after, becoming a science in itself. Studying magic is however an hazardous occupation and magicians are searching for other sources of knowledge than just their own often dangerous experiments. Old legends of the mysterious and magical Little Folk are dug out and studied despite the Church's declarations that the Other People never existed or were devils. Explorers and missionaries also often report nearly identical legends about another humanoid race among the primitive people of Colombia and Africa and scientist are wondering now if the "Wildlings"as they have come to be called, actually still exist.
Different Place-Names
Hibernia=Ireland
Hibernic=Irish
Caledonia= Scotland
Caledonic=Scottish
Britannia= England
Briton=English
Temford=Oxford
Colombia=America
Colombian=American
Francia=France
Frank=French
Republic of the Seven United Lowlands=Republic of the Seven United Netherlands ( Dutch will still be Dutch)
Hellenica:Greece
Hellen: Greek
Hispania: Spain
Hispanic: Spanish
Magic
Knowledge about magic is still very patchy and theories differ from magician to magician. Though it is tentatively being called a science, it is still taught almost exclusively from master to apprentice, and magicians are as much likely to work together as they are to slander each other. The Church's magicians work their magic usually through prayer. Those prayers can be very complicated, or they can be as simple as a Pater Noster and "communion with the light". The lay magicians usually work with rituals that can involve wands, circles, formulas and potions to sent the user in a trance. Succes is variable though the priests who can reach this strange "communion with the light" and the lay magicians who manage to get in trance tend to be a bit more consequent with their results than those who do not. They are however also more at risk of slipping and the results of that are usually not very pretty.
So far all attempts at mind-manipulation and other things of the like have ended up with the person involved being brain-dead, and most of the succesful attempts at magic seem to involve one form of telekinesis or another. The use of magic draws from the energy of the user and the more a magician practices the longer he'll be able to use magic. The amount of magical energy a magician can spent also seems to correlate with their health and most magicians are thus staunch believers of the old Hellen maxim: A strong mind and a strong body.
Wildlings
Little is known about the Wildlings except what can be gathered from the old legends, legends who seem to have their counterparts in almost every culture. According to the legends, they have pointed ears, are lithe and very beautiful, and lead very long lives. From what can gathered from their feats they seem to have a very profound knowledge of Magic, allowing them to live in regions where only few humans survive. It is said that their hair and eyes can have the oddest colors, which is why humans with rather unusual eye- or haircolor are often called 'Wildling-spawn' behind their backs. The Travellers, a rather withdrawn wandering circus-people are rather notorious for harboring many of such 'Wildling-spawn'.
The expedition
The University of Temford has set up an expedition to explore as yet unchartered parts of Africa and see if they can find remains of the Wildling civilization or even better the actual Wildlings themselves. For that they have contacted Captain Djazi Doherty a trader well known for the fact that he goes farther than all the others and known to come back from his travels with a few interesting artefarcts. Some of these are thought to be of Wildling origin.
Characters needed
Scientists, not only magicians but also botanists, cartografers, archeologists. We are after all entering unchartered terrain. Remember scientist may not all be priests but priests still can be scientists and it is in their best interest to be there when proof or even better no proof is found of the Wildlings' existence.We'll need the usual slew of adventurers, gentlemen-adventurers and soldiers, and I guess some of the sponsors will want to go with us too. You can also play a member of Djazi's crew if you want, but me and Szechuane wil mostly take care of that . Most of the crew is Hibernic. The scientists, the priests and the eventual sponsors will mostly be Briton. Adventurers and the rest can be of more diverse background though mostly European. Britannia and The Republic of the Seven United Lowlands are allies so Dutch characters are very likely. Be careful with Frank characters however, even then the Britons' and the Franks' relations were strained. Hispanic and Portuguese characters are strongly discouraged. Britannia and The Republic of the Lowlands are currently at war with Hispania and Portugal. We also discourage female characters. This is the eigtheenth century and we will be playing on a ship. Sailors don't like women on their ships. ( Sorry gals I can't help it they were sexists . )
The Rules
Me and Szechuane will be the mods. I don't think I will have to repeat the usual rules since you're all experienced writers but there is however one extra rule. As you must have read, knowledge about magic is still extremely patchy and dangerous and we reserve ourselves the right to say that a magician's magic didn't work or went boom. You don't have to ask for our permission each and every time but it can happen we'll ask you to change a post. We'll try to keep that to a minimum and I hope we won't have to do it at all.
Last edited by Claymore on Mon Feb 22, 2010 1:29 pm; edited 1 time in total
Re: Wildlings OOC
Name: Djazi "Jack Yellow-Eyes" Doherty
Sex: Male
Age: Djazi's Tribe wasn't very exact about recording age but he looks about 25, he might be a few years older or younger though.
Nationality: African/Hibernic by adoption
Eyes: yellow
Skin: black
Hair: Black
Build: lean, lanky and wiry.
Height: 1m87
Other features: he was attacked by a wild animal in his teenage years which cost him his right ear-tip, gave him scars on his scalp, bleaching a strip of his hair white, and a scar under his right eye. A slaver thought it fun to even things out and cut off his left ear-tip. He has a lot of whip-scars on his back though few are those who have seen it outside his family.
Marital status: single
Position on the Merry Maid: Captain
Background: Djazi's old tribe had many legends about the Wildlings including a few that suggested that there might have been some mingling of blood between his tribe and the wildlings in times past . This could be a explanation for Djazi's unusual eyes. To Djazi Wildlings are about as real as the sky. They are just very rare.
Up until his teenage years Djazi lived a peaceful if harsh life in the savanna's of Africa until the fateful day a war-party of a rival tribe decimated his own, and he, as the only survivor, was taken as a slave. He was sold to Frank slavers and ended up in the plantations in Frank Guyana, were he spent a few hellish years trying to survive. He made several attempts to escape and finally got lucky when he made an attempt while the Merry Maid was resupplying at Cayenne. He snuck on board and was quickly discovered. Fortunately Captain Sean Doherty happened to be a strong opponent of slavery and decided to buy him free. He was made a member of the crew and worked his way up thanks to his keen intelligence and dedication. Sean grew to love the young man as a son and adopted him into the Doherty family. This allowed Djazi to become the Captain of the Merry Maid when Sean decided it was time to leave the actual sailing to his sons, both biological and adopted. Just like his adopted father before him Djazi has been building up a reputation as a daring captain with a taste for adventure and unknown territories and also a seemingly never-ending lucky streak. He specializes in finding and shipping small but precious and often perishable cargoes that sell at high prices on the spice and curiosa markets. Some of his wares have drawn the attention of the university of Temford and he has been contacted to be the captain and also eventual leader of the mission.
Personality: Calm, quick-minded, steel-nerved and well-known for only speaking when there is really need to, Djazi is quietly friendly to most but only really trusts a select few (his crew, his adopted family). His trust is not something one earns easily but once you have it it's worth it for Djazi is fiercely loyal. Having once been one of the lowest of the lowe himself Djazi is known as a fair Captain who treats all his men equally and most sailors would love to be part of his crew. As said earlier however his trust is not easily won and he trusts his crew, so to become part of the crew is no easy task. Djazi posseses a quiet sense of dry humor he will sometimes use at his own expense and in general he projects a quiet, rarely rattled and likeable personality. He is however capable of a rare and controlled, cold fury usually triggered by gross injustice. The provoker of that fury might not notice it immediately, but either he'll end up with at least a broken nose or something inanimate might break instead.
Skills: Spearfighting, shooting both with bow, sling and musket, hand to hand fighting, knife fighting, hunting, navigation, sailing, trading. Speaks Briton, Frank, Hibernic, his own language, Hispanic a few words of Portuguese and Arabic.
Name: Patrick "Lucky Paddy" Doherty
Sex: Male
Age: 23
Nationality: Hibernic
Eyes:Blue
Skin: fair with freckles. Starts burning as soon as they pass Francia
Hair: Red
Build: Tall, broad-shouldered and well-muscled he is built like his father and is the opposite of his adopted brother.
Height; 1m85
Special Features: A scar that runs from halfway his left cheek to his jawline.
Marital status: Single though there is that girl in Dublin
Position on the Merry Maid: Second Mate
Background: Sean's youngest biological child, he became the Merry Maid's cabin boy when he was thirteen and has worked his way up from there. He is the crew's golden boy, cherished and loved by most and he returns that love with a loyalty just as great. Djazi and he have a very strong bond and they trust each other till death and beyond.
Peronality: Merry and happy-go-lucky most of the time, he is serious however when needed. Hot-tempered, he is quick to work himself up into a righteous rage when faced with injustice and he can't bear people who insult his brother. He has already gotten himself in numerous fights because of that. He is extremely loyal and though he used to be too trusting he has learned his lesson by now. A pretty face might still mislead him however and he is very gentlemanly.
Skills: Navigation, sailing, trading, shooting ( musket), sword-and knife-fighting, hand-to-hand fighting. He speaks Frank, Briton, Latin, Hibernic, Portuguese and Hispanic. He knows a few words of Arabic and is learning his adopted brother's language.
The Merry Maid
A three masted schooner fit for sea-faring but also able to go quite far upriver. She is no warship but has a respectable set of cannons. Pirates are still common after all and she seldom travels in convoys. Though she has a decent transport capacity she is no bulk-ship and Djazi usually transports small but more valuable loads which need to be delivered quickly most of the time. Think of spices, dyes, artefracts, silk, jewelry and so forth.
Sex: Male
Age: Djazi's Tribe wasn't very exact about recording age but he looks about 25, he might be a few years older or younger though.
Nationality: African/Hibernic by adoption
Eyes: yellow
Skin: black
Hair: Black
Build: lean, lanky and wiry.
Height: 1m87
Other features: he was attacked by a wild animal in his teenage years which cost him his right ear-tip, gave him scars on his scalp, bleaching a strip of his hair white, and a scar under his right eye. A slaver thought it fun to even things out and cut off his left ear-tip. He has a lot of whip-scars on his back though few are those who have seen it outside his family.
Marital status: single
Position on the Merry Maid: Captain
Background: Djazi's old tribe had many legends about the Wildlings including a few that suggested that there might have been some mingling of blood between his tribe and the wildlings in times past . This could be a explanation for Djazi's unusual eyes. To Djazi Wildlings are about as real as the sky. They are just very rare.
Up until his teenage years Djazi lived a peaceful if harsh life in the savanna's of Africa until the fateful day a war-party of a rival tribe decimated his own, and he, as the only survivor, was taken as a slave. He was sold to Frank slavers and ended up in the plantations in Frank Guyana, were he spent a few hellish years trying to survive. He made several attempts to escape and finally got lucky when he made an attempt while the Merry Maid was resupplying at Cayenne. He snuck on board and was quickly discovered. Fortunately Captain Sean Doherty happened to be a strong opponent of slavery and decided to buy him free. He was made a member of the crew and worked his way up thanks to his keen intelligence and dedication. Sean grew to love the young man as a son and adopted him into the Doherty family. This allowed Djazi to become the Captain of the Merry Maid when Sean decided it was time to leave the actual sailing to his sons, both biological and adopted. Just like his adopted father before him Djazi has been building up a reputation as a daring captain with a taste for adventure and unknown territories and also a seemingly never-ending lucky streak. He specializes in finding and shipping small but precious and often perishable cargoes that sell at high prices on the spice and curiosa markets. Some of his wares have drawn the attention of the university of Temford and he has been contacted to be the captain and also eventual leader of the mission.
Personality: Calm, quick-minded, steel-nerved and well-known for only speaking when there is really need to, Djazi is quietly friendly to most but only really trusts a select few (his crew, his adopted family). His trust is not something one earns easily but once you have it it's worth it for Djazi is fiercely loyal. Having once been one of the lowest of the lowe himself Djazi is known as a fair Captain who treats all his men equally and most sailors would love to be part of his crew. As said earlier however his trust is not easily won and he trusts his crew, so to become part of the crew is no easy task. Djazi posseses a quiet sense of dry humor he will sometimes use at his own expense and in general he projects a quiet, rarely rattled and likeable personality. He is however capable of a rare and controlled, cold fury usually triggered by gross injustice. The provoker of that fury might not notice it immediately, but either he'll end up with at least a broken nose or something inanimate might break instead.
Skills: Spearfighting, shooting both with bow, sling and musket, hand to hand fighting, knife fighting, hunting, navigation, sailing, trading. Speaks Briton, Frank, Hibernic, his own language, Hispanic a few words of Portuguese and Arabic.
Name: Patrick "Lucky Paddy" Doherty
Sex: Male
Age: 23
Nationality: Hibernic
Eyes:Blue
Skin: fair with freckles. Starts burning as soon as they pass Francia
Hair: Red
Build: Tall, broad-shouldered and well-muscled he is built like his father and is the opposite of his adopted brother.
Height; 1m85
Special Features: A scar that runs from halfway his left cheek to his jawline.
Marital status: Single though there is that girl in Dublin
Position on the Merry Maid: Second Mate
Background: Sean's youngest biological child, he became the Merry Maid's cabin boy when he was thirteen and has worked his way up from there. He is the crew's golden boy, cherished and loved by most and he returns that love with a loyalty just as great. Djazi and he have a very strong bond and they trust each other till death and beyond.
Peronality: Merry and happy-go-lucky most of the time, he is serious however when needed. Hot-tempered, he is quick to work himself up into a righteous rage when faced with injustice and he can't bear people who insult his brother. He has already gotten himself in numerous fights because of that. He is extremely loyal and though he used to be too trusting he has learned his lesson by now. A pretty face might still mislead him however and he is very gentlemanly.
Skills: Navigation, sailing, trading, shooting ( musket), sword-and knife-fighting, hand-to-hand fighting. He speaks Frank, Briton, Latin, Hibernic, Portuguese and Hispanic. He knows a few words of Arabic and is learning his adopted brother's language.
The Merry Maid
A three masted schooner fit for sea-faring but also able to go quite far upriver. She is no warship but has a respectable set of cannons. Pirates are still common after all and she seldom travels in convoys. Though she has a decent transport capacity she is no bulk-ship and Djazi usually transports small but more valuable loads which need to be delivered quickly most of the time. Think of spices, dyes, artefracts, silk, jewelry and so forth.
Re: Wildlings OOC
I'd like to reserve a seat in this RP. I'm going to be busy until this afternoon and I'm likely to have a few questions at that time before I put up a CS.
Loki- Guardian Ghost
- Join date : 2009-06-03
Posts : 2275
Age : 39
Location : Ohio
Re: Wildlings OOC
I'll see it tomorrow then I guess.
Szechuane will be playing the First Mate and our cook by the way. He'll either post it himself or I'll post it for him soon.
Szechuane will be playing the First Mate and our cook by the way. He'll either post it himself or I'll post it for him soon.
Re: Wildlings OOC
I'm mostly done with my CS, but there is something that I need to know about this RP.
I'm having trouble grasping what is able to be accomplished through magic. From what you mentioned above, it seems to take a lot of time, effort, and risk to perform, so it seems unlikely that magicians would be effective in combat. Can you give me some ideas as to what sort of things can be accomplished by a novice, skilled, and master magician and approximately how long it would take to perform said feat?
I'm having trouble grasping what is able to be accomplished through magic. From what you mentioned above, it seems to take a lot of time, effort, and risk to perform, so it seems unlikely that magicians would be effective in combat. Can you give me some ideas as to what sort of things can be accomplished by a novice, skilled, and master magician and approximately how long it would take to perform said feat?
Loki- Guardian Ghost
- Join date : 2009-06-03
Posts : 2275
Age : 39
Location : Ohio
Re: Wildlings OOC
As you correctly guessed battle is pretty much out for a magician if he doesn't have a weapon, either because the ritual needed may cost a lot of time or because the magician is too out of it or too high to concentrate enough on what's happening around him. What kinds of feats a magician can perform depends on how much and for how long he has been practicing. A novice may already be exhausted after lifting a candle of bowling over a glass, while a truly skilled magician may be capable of hurling various object around for a prolonged amount of time or might even attempt influencing the winds. The amount of time needed for a 'spell' depends on what school of thought the magician adheres to. If he uses extended rituals,a "spell" may take half to several minutes to prepare, while a magician who needs to be 'in a higher state of mind'to work his magic may need a few seconds to cast each 'spell' but may need a quarter to half an hour to get in that state and he will be less aware of what is happening around him.
I hope to have given you enough information with this. Get wild on the rituals and don't hesitate to ask again.
I hope to have given you enough information with this. Get wild on the rituals and don't hesitate to ask again.
Re: Wildlings OOC
Name: Logan Alexander Burr
Sex: Male
Age: 35
Nationality: Hibernic
Eyes: Emerald green
Skin: Tanned, leathery, and calloused
Hair: Jet black with a healthy mix of grey cut short on his head with a goatee to match.
Build: Broad shoulders and slightly above average frame with plenty of muscle to support it, though not disproportionately so. The type of build one would expect to find on somebody who makes a living by venturing into new frontiers where one must ensure their own survival through work and perseverance.
Height: 1m89
Other features: Several small scars throughout his body that Logan had earned from his adventures into untamed lands; the most noticeable of which is located on his right bicep where a Bengal Tiger clawed him. On his back is a large tattoo of a female archangel who bears a strong resemblance to his ex-wife, portrayed in a protective stance wielding a war hammer and a round shield shaped like a large gear.
Marital status: Widower
Skills: Engineering, Surveying, Wilderness Survival, Problem Solving, Hunting/Trapping, Foraging, and Simple Lay Magic. Speaks Hibernic, Caledonic, Briton, and Colombian.
Personality: Logan’s personality changes drastically with various circumstances. In times of peace or merriment, he falls back into his Hibernic roots in the form of heavy social drinking and roughhousing. When in such a state, his high levels of positive energy tend to radiate around him and can bring joy to even the most somber of people. In times of duress or duty, Logan’s personality is on par with that of a highly trained ranking officer. His focus falls upon what needs to be done to accomplish the task ahead of him quickly and efficiently; all other distractions get pushed aside, personal or otherwise. When in such a state of mind, he does not tolerate people who aren’t carrying their weight and can come off as ruthless to those that don’t know his other side.
Position on the Merry Maid: Passenger
Background: Logan was raised far out of civilized territory on a farm with his parents and six other siblings. While there, he learned the importance of physical labor and how to live off the land; it was necessary to ensure the survival of his family through bitter winters and long droughts. He was homeschooled until he was fifteen, at which time his family moved closer to the city in order to ensure the children received a proper education and had options in life apart from farming. This experienced opened Logan’s eyes to technology that he had only heard about and worked hard to understand how complex machines and electrical devices operated. Logan’s insatiable thirst for knowledge allowed him to excel at school and was able to find a patron to finance his enrollment in higher education in the form of engineering.
At the age of twenty-five, Logan graduated from university and quickly found jobs that took him to the farthest edges of the known world in order to allow civilization to spread. Whether it was building railroads and bridges deep into the frontier or acting as an advisor to adventurers who wanted to delve deeper into the unknown than civilization was ready to reach, Logan loved his job to no end. When he was twenty-eight, Logan met a lovely woman explorer by the name of Katie Isabella Cresswell while assisting in the construction of a railroad bridge in southern Egypt. The two of them fell in love over the course of their time together and ended up getting married before the year was out.
At the age of thirty-one, Logan and Katie were working together on a project in another remote part of Egypt. Over the course of a week, a small group of lions had become aggressive and slowly been extending their hunting grounds closer to the encampment, killing several workers in the process. At the end of the week, Logan was a part of the hunting party that was gathered to stop this threat and managed to kill three of them. Upon his return, he discovered that two more lions had gone another route that put them inside the camp. Several people had been killed or injured in the panic as the large cats fought in a panicked frenzy before fleeing; Katie was one of those who were mortally wounded.
After several months of mourning, Logan once again began taking jobs and doing what he loved knowing that it is what his wife would have wanted. During his period of mourning, Logan began to dabble a bit into lay magic with the guidance of one of his longtime friends. The magical feat itself was just a byproduct, the reason he had been interested in this was for the sake of meditation and focusing his thoughts. To this day, Logan doesn’t strive to develop his skills in the art to the point of practical use; as with before, it is a way for him to relax and reflect his thoughts.
Sex: Male
Age: 35
Nationality: Hibernic
Eyes: Emerald green
Skin: Tanned, leathery, and calloused
Hair: Jet black with a healthy mix of grey cut short on his head with a goatee to match.
Build: Broad shoulders and slightly above average frame with plenty of muscle to support it, though not disproportionately so. The type of build one would expect to find on somebody who makes a living by venturing into new frontiers where one must ensure their own survival through work and perseverance.
Height: 1m89
Other features: Several small scars throughout his body that Logan had earned from his adventures into untamed lands; the most noticeable of which is located on his right bicep where a Bengal Tiger clawed him. On his back is a large tattoo of a female archangel who bears a strong resemblance to his ex-wife, portrayed in a protective stance wielding a war hammer and a round shield shaped like a large gear.
Marital status: Widower
Skills: Engineering, Surveying, Wilderness Survival, Problem Solving, Hunting/Trapping, Foraging, and Simple Lay Magic. Speaks Hibernic, Caledonic, Briton, and Colombian.
Personality: Logan’s personality changes drastically with various circumstances. In times of peace or merriment, he falls back into his Hibernic roots in the form of heavy social drinking and roughhousing. When in such a state, his high levels of positive energy tend to radiate around him and can bring joy to even the most somber of people. In times of duress or duty, Logan’s personality is on par with that of a highly trained ranking officer. His focus falls upon what needs to be done to accomplish the task ahead of him quickly and efficiently; all other distractions get pushed aside, personal or otherwise. When in such a state of mind, he does not tolerate people who aren’t carrying their weight and can come off as ruthless to those that don’t know his other side.
Position on the Merry Maid: Passenger
Background: Logan was raised far out of civilized territory on a farm with his parents and six other siblings. While there, he learned the importance of physical labor and how to live off the land; it was necessary to ensure the survival of his family through bitter winters and long droughts. He was homeschooled until he was fifteen, at which time his family moved closer to the city in order to ensure the children received a proper education and had options in life apart from farming. This experienced opened Logan’s eyes to technology that he had only heard about and worked hard to understand how complex machines and electrical devices operated. Logan’s insatiable thirst for knowledge allowed him to excel at school and was able to find a patron to finance his enrollment in higher education in the form of engineering.
At the age of twenty-five, Logan graduated from university and quickly found jobs that took him to the farthest edges of the known world in order to allow civilization to spread. Whether it was building railroads and bridges deep into the frontier or acting as an advisor to adventurers who wanted to delve deeper into the unknown than civilization was ready to reach, Logan loved his job to no end. When he was twenty-eight, Logan met a lovely woman explorer by the name of Katie Isabella Cresswell while assisting in the construction of a railroad bridge in southern Egypt. The two of them fell in love over the course of their time together and ended up getting married before the year was out.
At the age of thirty-one, Logan and Katie were working together on a project in another remote part of Egypt. Over the course of a week, a small group of lions had become aggressive and slowly been extending their hunting grounds closer to the encampment, killing several workers in the process. At the end of the week, Logan was a part of the hunting party that was gathered to stop this threat and managed to kill three of them. Upon his return, he discovered that two more lions had gone another route that put them inside the camp. Several people had been killed or injured in the panic as the large cats fought in a panicked frenzy before fleeing; Katie was one of those who were mortally wounded.
After several months of mourning, Logan once again began taking jobs and doing what he loved knowing that it is what his wife would have wanted. During his period of mourning, Logan began to dabble a bit into lay magic with the guidance of one of his longtime friends. The magical feat itself was just a byproduct, the reason he had been interested in this was for the sake of meditation and focusing his thoughts. To this day, Logan doesn’t strive to develop his skills in the art to the point of practical use; as with before, it is a way for him to relax and reflect his thoughts.
Loki- Guardian Ghost
- Join date : 2009-06-03
Posts : 2275
Age : 39
Location : Ohio
Re: Wildlings OOC
Hmm Loki I think there has been a misunderstanding. EIghteenth century means from 1700 to 1800. We'll be playing in the year 1750 which means no railroads and the general level of education is a lot lower than the one you suggested. Your char looks alright but you'll have to change a few things. Also I would like to know how well your char knows the legends about the wildlings and does he actually believe they exist or does he think the mission is a fool's journey.
Re: Wildlings OOC
Name: Millard Joaquin Kendell
Sex: Male
Age: 31
Nationality: Caledonian
Eyes: Gunmetal grey
Skin: Pale White
Hair: Red
Build: Average height and stockily built. Not pudgy, but not extremely muscled.
Height: 1m40
Other features: He has a single gold ring through his left earlobe. His face is also heavily lined and weather-beaten. He has a scar on the back of his right hand that vaguely forms the shape of a checkmark.
Marital status: Single
Position on the Merry Maid: Archaeological Scientist
Background: Blackwell was born in the slums of Edinborough. It wasn't the most nurturing environment to him or his four brothers, two sisters and parents. His parents immigrated to Colombia when he was five, and he immediately got a job working at a shipyard in New York City. He worked for twelve years inside the skeletal hull of new vessels, entertaining the thought of getting an education and a nice, cushy job as a teacher or a doctor, anything to get out of the constant toil of building a ship day in and day out.
Instead, he got laid off from the docks his twelfth year, and was forced out onto the streets. With no way to support his family, which was still living in a tiny cottage outside the city, Millard turned to the only job he could find. He signed onto a cargo ship and started moving goods across the Atlantic. The pay was better than the factory by leagues, and much more fun than the dreadful monotony. By the time he turned twenty, he was a full-share crewman and knew his way around the ship by the back of his hand.
Sadly it wasn't to last. The ship was raided by Brittanian Marines and all of the crew was press-ganged into service of the Brittanian Navy. All except Able Seaman Millard J. Kendall, who stole away in the ship's sole skiff and headed for home. Through several strokes of luck, Kendall was picked up by a Colombia-bound merchant vessel and brought home, earning his keep along the way.
As it turned out, Kendall's family had made out quite well while he was gone. With his savings, combined with the family's income, they had been able to move out of the tenement and into a middle-class home on the frontier, where they were making their living as small-time farmers. Millard stayed behind in the city, worked as a clerk for a bit, and was eventually educated at Temford in the field of archaeology, bowing out of the exciting life he'd had in favor of the "cushy teaching job" he'd always wanted.
Several years later, a spark ignited the adventurer's flame in Kendall's mind: a scientific expedition that required the best and brightest. Kendall signed on, gathered his belongings and headed to the docks that very day, hoping for one last blowout of an expedition.
Personality: Although he does not practice magic ("I haven't an ounce of magical blood in me," Kendall once said), he has researched its forms and procedures along with his regular sciences. This has led him to be very eccentric, almost an absentminded "nutty professor" type. He's energetic and often very over-the-top, especially when he's on the verge of discovering something. However he is rather clumsy, often knocking over very delicate instruments or artifacts during his wild gesticulations or tripping and falling on his face. He is a very quick and voracious learner, attempting to snatch all the knowledge he can as quickly as he can.
He's fiercely protective of his friends, and his cause. He has frequently broken chairs and tables over the heads of those who have hurt or threatened his comrades, and threatened to do so again later when he can fight no more.
He does believe in Wildlings, and if they have since become extinct, he at least wants to prove some trace of their existance.
Skills: Archaeology, heiroglyphics, human relations, cartography, illustrating, swordsmanship (mildly), marksmanship (mildly), shipboard operations and maintenance. Dabbles in botany, chemistry, astronomy and studies of the arcane.
Sex: Male
Age: 31
Nationality: Caledonian
Eyes: Gunmetal grey
Skin: Pale White
Hair: Red
Build: Average height and stockily built. Not pudgy, but not extremely muscled.
Height: 1m40
Other features: He has a single gold ring through his left earlobe. His face is also heavily lined and weather-beaten. He has a scar on the back of his right hand that vaguely forms the shape of a checkmark.
Marital status: Single
Position on the Merry Maid: Archaeological Scientist
Background: Blackwell was born in the slums of Edinborough. It wasn't the most nurturing environment to him or his four brothers, two sisters and parents. His parents immigrated to Colombia when he was five, and he immediately got a job working at a shipyard in New York City. He worked for twelve years inside the skeletal hull of new vessels, entertaining the thought of getting an education and a nice, cushy job as a teacher or a doctor, anything to get out of the constant toil of building a ship day in and day out.
Instead, he got laid off from the docks his twelfth year, and was forced out onto the streets. With no way to support his family, which was still living in a tiny cottage outside the city, Millard turned to the only job he could find. He signed onto a cargo ship and started moving goods across the Atlantic. The pay was better than the factory by leagues, and much more fun than the dreadful monotony. By the time he turned twenty, he was a full-share crewman and knew his way around the ship by the back of his hand.
Sadly it wasn't to last. The ship was raided by Brittanian Marines and all of the crew was press-ganged into service of the Brittanian Navy. All except Able Seaman Millard J. Kendall, who stole away in the ship's sole skiff and headed for home. Through several strokes of luck, Kendall was picked up by a Colombia-bound merchant vessel and brought home, earning his keep along the way.
As it turned out, Kendall's family had made out quite well while he was gone. With his savings, combined with the family's income, they had been able to move out of the tenement and into a middle-class home on the frontier, where they were making their living as small-time farmers. Millard stayed behind in the city, worked as a clerk for a bit, and was eventually educated at Temford in the field of archaeology, bowing out of the exciting life he'd had in favor of the "cushy teaching job" he'd always wanted.
Several years later, a spark ignited the adventurer's flame in Kendall's mind: a scientific expedition that required the best and brightest. Kendall signed on, gathered his belongings and headed to the docks that very day, hoping for one last blowout of an expedition.
Personality: Although he does not practice magic ("I haven't an ounce of magical blood in me," Kendall once said), he has researched its forms and procedures along with his regular sciences. This has led him to be very eccentric, almost an absentminded "nutty professor" type. He's energetic and often very over-the-top, especially when he's on the verge of discovering something. However he is rather clumsy, often knocking over very delicate instruments or artifacts during his wild gesticulations or tripping and falling on his face. He is a very quick and voracious learner, attempting to snatch all the knowledge he can as quickly as he can.
He's fiercely protective of his friends, and his cause. He has frequently broken chairs and tables over the heads of those who have hurt or threatened his comrades, and threatened to do so again later when he can fight no more.
He does believe in Wildlings, and if they have since become extinct, he at least wants to prove some trace of their existance.
Skills: Archaeology, heiroglyphics, human relations, cartography, illustrating, swordsmanship (mildly), marksmanship (mildly), shipboard operations and maintenance. Dabbles in botany, chemistry, astronomy and studies of the arcane.
Last edited by Cypher on Wed Feb 24, 2010 6:33 pm; edited 1 time in total
Cypher- Shadow
- Join date : 2010-02-21
Posts : 206
Age : 31
Location : Somewhere between somewheres.
Re: Wildlings OOC
I am interested. I want to ask several questions myself though.
Firstly is it possible to endow a weapon with magical properties?
Secondly is energy control a part of your magic, such as summoning fire or something like that given proper things are done?
Thirdly, how messed up can a ritual be? Meaning how strange and far out can a magicians rituals be?
Firstly is it possible to endow a weapon with magical properties?
Secondly is energy control a part of your magic, such as summoning fire or something like that given proper things are done?
Thirdly, how messed up can a ritual be? Meaning how strange and far out can a magicians rituals be?
Guest- Guest
Re: Wildlings OOC
Raptorman, I'm glad to hear you're interested
To answer your questions, imbuing objects with magic is not possible. A magician may use objects to focus his magic and speeding a bullet may be possible if you're very good, but no objects can be truly magically enhanced. Magic is energy and if you remember your physics lesson energy doesn't dissapear merely changes so playing around with fire is theoretically possible. This is the year 1750 however and that little fact is not known yet so nope no lightning throwing or hurling fireballs sorry.
To answer your last question. Go Wild. Not everything in your ritual may be useful or add to the strength of the spell but you have my blessing to do about everything you want. The only limit is what is socially acceptable. Sacrifing innocent fluffy things is not going to make your char much liked .
Some good news to you all. Szechuane told me that his internet problems are probably solved so I expect him to post up his chars sometime soon. He knows I'll poke him to death if he doesn't. Hopefully we can start the real roleplaying this week already.
Cypher I really like your char and I think it will be great playing with him but I have a few questions. Why does somebody from Hibernia live in Caledonia and at which university did Millard study? New York city doesn't have an university in 1750 so he most have studied in Europe.
To answer your questions, imbuing objects with magic is not possible. A magician may use objects to focus his magic and speeding a bullet may be possible if you're very good, but no objects can be truly magically enhanced. Magic is energy and if you remember your physics lesson energy doesn't dissapear merely changes so playing around with fire is theoretically possible. This is the year 1750 however and that little fact is not known yet so nope no lightning throwing or hurling fireballs sorry.
To answer your last question. Go Wild. Not everything in your ritual may be useful or add to the strength of the spell but you have my blessing to do about everything you want. The only limit is what is socially acceptable. Sacrifing innocent fluffy things is not going to make your char much liked .
Some good news to you all. Szechuane told me that his internet problems are probably solved so I expect him to post up his chars sometime soon. He knows I'll poke him to death if he doesn't. Hopefully we can start the real roleplaying this week already.
Cypher I really like your char and I think it will be great playing with him but I have a few questions. Why does somebody from Hibernia live in Caledonia and at which university did Millard study? New York city doesn't have an university in 1750 so he most have studied in Europe.
Re: Wildlings OOC
I had planned something along those lines too. Well if he isn't blatently obvious about where the stuff comes from then he probably could get away with it. People tend to be rather stupid sometimes.
That is the proper magic though, what is magic without elemental control? Are you sure there is no way he could have stumbled upon it by accident?
Claymore wrote:This is the year 1750 however and that little fact is not known yet so nope no lightning throwing or hurling fireballs sorry.
That is the proper magic though, what is magic without elemental control? Are you sure there is no way he could have stumbled upon it by accident?
Guest- Guest
Re: Wildlings OOC
Nope, if somebody had, the need to actually go find the wildlings to ask them about magic wouldn't be so great would it?
But even though fire is out, manipulating water, rocks or wind is still possible. Those aren't energy, that's just a form of telekinesis.
But even though fire is out, manipulating water, rocks or wind is still possible. Those aren't energy, that's just a form of telekinesis.
Re: Wildlings OOC
Claymore wrote:Raptorman, I'm glad to hear you're interested
To answer your questions, imbuing objects with magic is not possible. A magician may use objects to focus his magic and speeding a bullet may be possible if you're very good, but no objects can be truly magically enhanced. Magic is energy and if you remember your physics lesson energy doesn't dissapear merely changes so playing around with fire is theoretically possible. This is the year 1750 however and that little fact is not known yet so nope no lightning throwing or hurling fireballs sorry.
To answer your last question. Go Wild. Not everything in your ritual may be useful or add to the strength of the spell but you have my blessing to do about everything you want. The only limit is what is socially acceptable. Sacrifing innocent fluffy things is not going to make your char much liked .
Some good news to you all. Szechuane told me that his internet problems are probably solved so I expect him to post up his chars sometime soon. He knows I'll poke him to death if he doesn't. Hopefully we can start the real roleplaying this week already.
Cypher I really like your char and I think it will be great playing with him but I have a few questions. Why does somebody from Hibernia live in Caledonia and at which university did Millard study? New York city doesn't have an university in 1750 so he most have studied in Europe.
1) His folks immigrated to Colombia hunting for opportunities in the new American colonies when he was young, and he lived with them for ages. I guess he probably moved at some point. Thinking about it, I may be in the wrong time period for a factory-child upbringing... I could probably change that to a shipyard worker or fisherman's apprentice easily.
2) Probably a European scientific university, most likely Temford. If there's a university in Glasgow, he may have studied there (if you want me to make one up). Otherwise I'll just edit to Temford.
Cypher- Shadow
- Join date : 2010-02-21
Posts : 206
Age : 31
Location : Somewhere between somewheres.
Re: Wildlings OOC
Cypher what I meant is that your char seems to be born in Edinburgh which is the capitol of Caledonia.
We're indeed a bit too early for a factory-childhood, shipyard worker is more likely and would make his transition to actual sailing a bit more logical. The university of Temford is just fine. Universities tended to be a lot more competitve with each at the time so I don't think somebody of another university would be readily accepted on the expedition.
We're indeed a bit too early for a factory-childhood, shipyard worker is more likely and would make his transition to actual sailing a bit more logical. The university of Temford is just fine. Universities tended to be a lot more competitve with each at the time so I don't think somebody of another university would be readily accepted on the expedition.
Re: Wildlings OOC
So telekinesis based magic mostly. I guess I can live with that. Takes away a little of what I had planned but no biggy.
A question, I believe you have said playing a female character was discouraged. Could that fact be gotten around with the age old disguise thing? It would work especially well with the sort of character I have in mind.?
A question, I believe you have said playing a female character was discouraged. Could that fact be gotten around with the age old disguise thing? It would work especially well with the sort of character I have in mind.?
Guest- Guest
Re: Wildlings OOC
Claymore wrote: Cypher what I meant is that your char seems to be born in Edinburgh which is the capitol of Caledonia.
We're indeed a bit too early for a factory-childhood, shipyard worker is more likely and would make his transition to actual sailing a bit more logical. The university of Temford is just fine. Universities tended to be a lot more competitve with each at the time so I don't think somebody of another university would be readily accepted on the expedition.
OH! Oh, geez, my bad. I always get Irish and Scottish cities messed up, damn my cartographical ineptitude >_>
ANYhow. Edits are made now, hopefully the minor alterations make it more acceptable.
Cypher- Shadow
- Join date : 2010-02-21
Posts : 206
Age : 31
Location : Somewhere between somewheres.
Re: Wildlings OOC
Cypher don't tell that an Irishman or a Scot
Anyhow your char is just fine like this.
Raptorman I'm a bit hesitant about the cross-dressing. Passing off for a male is difficult after children hit the puberty ( I should know ) and your char will be spending a couple of months to a year with a lot of men of which half will be very supertitious sailors. What exactly do you have in mind?
Anyhow your char is just fine like this.
Raptorman I'm a bit hesitant about the cross-dressing. Passing off for a male is difficult after children hit the puberty ( I should know ) and your char will be spending a couple of months to a year with a lot of men of which half will be very supertitious sailors. What exactly do you have in mind?
Re: Wildlings OOC
Extravagantly large and floppy hats, really baggy trousers and a shirt that's about four sizes too big?
Cypher- Shadow
- Join date : 2010-02-21
Posts : 206
Age : 31
Location : Somewhere between somewheres.
Re: Wildlings OOC
Claymore wrote: Cypher don't tell that an Irishman or a Scot
Anyhow your char is just fine like this.
Raptorman I'm a bit hesitant about the cross-dressing. Passing off for a male is difficult after children hit the puberty ( I should know ) and your char will be spending a couple of months to a year with a lot of men of which half will be very supertitious sailors. What exactly do you have in mind?
It is significantly easier to pass oneself off I would expect if one is wearing the baggy robes and such that my character would be wearing. Also considering said character is enigmatic to begin with, figuring anything out will be difficult. I would be easier if I could show you the CS, but I don't have it written yet as I am waiting for approval on the idea before making it?
If it is a big issue I can change I just would prefer not to.
Guest- Guest
Re: Wildlings OOC
Sorry for the delayed response, I fell ill yesterday and wasn't up to doing much. I'll start fixing my CS this afternoon.
Loki- Guardian Ghost
- Join date : 2009-06-03
Posts : 2275
Age : 39
Location : Ohio
Re: Wildlings OOC
It's alright it happens to everyone. I hope you feel better and I'm eagerly awaiting your improved CS.
Meanwhile I'm gonna poke Szechuane
Meanwhile I'm gonna poke Szechuane
Re: Wildlings OOC
Okay this char is not to be taken very seriously but after reading about ship's cats I thought the Merry Maid ought to have one too.
Name: Jack Yellow-Eyes the Second
Sex: male
Age: 4
Nationality: Hibernic Cat
Eyes: Yellow
Fur: Black
Build: Depends on the rat- and mouse-population on the Merry Maid
Height: 10 inches
Special features: Jack lost a bit of his left ear in a fight and is also a polydactyl
Marital Status: Jack is a womanizer, he has a sweetheart in almost every port the Merry Maid has resupplyed in.
Position on the Merry Maid: Ship's cat, mascot, lucky charm
Background: Jack is one of the many children of Eveleen, the Doherty's housecat. He was born short after the previous ship's cat had died of old age and when Patrick noticed that he was polydactyl ( which according to the superstition makes cats more lucky) he was immediately chosen as the next ship's cat. He was originally named Dwyer because of his color but the crew soon renamed him Jack Yellow-Eyes the Second to tease Djazi, the first "Jack Yellow-Eyes". Jack proved to be a very capable ship's cat, keeping the rat- and mouse population under tight control and as lucky as his polydactyly suggested.
Personality: A highly intelligent cat, Jack is also quite proud and a dare-devil, often seen strutting on the rails, or defying physics in the masts.
Skills: rat- and mouse-catching, begging scraps, sleeping, fooling around in the masts, unravelling rope, being cute and loveable in general.
Name: Jack Yellow-Eyes the Second
Sex: male
Age: 4
Nationality: Hibernic Cat
Eyes: Yellow
Fur: Black
Build: Depends on the rat- and mouse-population on the Merry Maid
Height: 10 inches
Special features: Jack lost a bit of his left ear in a fight and is also a polydactyl
Marital Status: Jack is a womanizer, he has a sweetheart in almost every port the Merry Maid has resupplyed in.
Position on the Merry Maid: Ship's cat, mascot, lucky charm
Background: Jack is one of the many children of Eveleen, the Doherty's housecat. He was born short after the previous ship's cat had died of old age and when Patrick noticed that he was polydactyl ( which according to the superstition makes cats more lucky) he was immediately chosen as the next ship's cat. He was originally named Dwyer because of his color but the crew soon renamed him Jack Yellow-Eyes the Second to tease Djazi, the first "Jack Yellow-Eyes". Jack proved to be a very capable ship's cat, keeping the rat- and mouse population under tight control and as lucky as his polydactyly suggested.
Personality: A highly intelligent cat, Jack is also quite proud and a dare-devil, often seen strutting on the rails, or defying physics in the masts.
Skills: rat- and mouse-catching, begging scraps, sleeping, fooling around in the masts, unravelling rope, being cute and loveable in general.
Re: Wildlings OOC
Either Claymore is exceptionally good at poking or I voluntarily used my re-enabled access to the internet to bother you all with my presence. While you figure out it's most likely both options together, I'll go looking for an USB-stick so that I can put our first mate and our cook up here.
Ps: Claym, I really like that cat! Seriously, I think Uilliam will make sure that when (if at all) it runs out of mice and rats there'll an "allowance" for our little friend's survival.
Ps: Claym, I really like that cat! Seriously, I think Uilliam will make sure that when (if at all) it runs out of mice and rats there'll an "allowance" for our little friend's survival.
Szechuane- Mist
- Join date : 2010-02-03
Posts : 5
Age : 34
Location : Leiden, as magical a place as there ever was one.
Re: Wildlings OOC
... Cock-Robin -
You know what, I don't even wanna know.
You know what, I don't even wanna know.
Cypher- Shadow
- Join date : 2010-02-21
Posts : 206
Age : 31
Location : Somewhere between somewheres.
Re: Wildlings OOC
Right you are, you really don't. Let's just say that that's also the reason he's on the menu.
Claym, have you still got Uilliam lying around? I have Finn here but to get Uilliam also I'd have to run trough all the junk that's piling up on my laptop. Please say you do!
*Hums the Narnia tunes and gets back to hating MSword for not liking his files.*
Claym, have you still got Uilliam lying around? I have Finn here but to get Uilliam also I'd have to run trough all the junk that's piling up on my laptop. Please say you do!
*Hums the Narnia tunes and gets back to hating MSword for not liking his files.*
Szechuane- Mist
- Join date : 2010-02-03
Posts : 5
Age : 34
Location : Leiden, as magical a place as there ever was one.
Re: Wildlings OOC
Yes I still have him. You really should get gmail documents....
Cypher
Cock-Robin is most probably gonna be a very annoying parrot named after the nursery rhyme "Who killed Cock-Robin".
Cypher
Cock-Robin is most probably gonna be a very annoying parrot named after the nursery rhyme "Who killed Cock-Robin".
Re: Wildlings OOC
Name: Gearalt Uilliam ‘o Niall
Age: 27 years young.
Nationality: Hibernic (Munsterian)
Sex: Male
Eyes: Blue
Skin: Once pale, now lightly tanned.
Hair: Messy and characteristically uncontrollable brown-red hair. At the beginning of a journey it is short, which of course changes along the way. Not that it really matters, the stubborn strands are so chaotic that it'll take a while before it shows the length.
Build: Broad and appearing a little overweight though that isn't actually the case. Uill's physique is governed by several factors, the first of which are his personal attempts at training his arms until they're wider than a deck-cannon, and even though unsuccessful, he's positive he'll one day succeed.
Second is that, with gratitude to his ogre-like parents, Uill is one of few people to actually have big bones and being built like an hibernic island doesn't bother him in the least. Why should it, he's the only cook in any navy that can single-handedly use one of the 32 pounder cannons.
Lastly Uill empathises his rather wide statue by also wearing wider clothes. There is nothing like making a good first impression, sailing with many different crews taught him that lesson the right (hard) way.
Height: 1 meter 65
Background:
Early in the eighteenth century Uilliam's mother married his rather unfortunate father and three years later his older twin sisters were born, to be followed by himself another three years on. Although Uill resembles his two sisters in statue he was lucky to miss out on the rather unpleasant cosmetic features. It would be a very mean thing to say that they looked like ogres, but one cannot do but wonder whether that's better or worse than telling terrible lies. For Uilliam the solution was easy though, he never mentioned it until safely aboard a Briton ship heading for Africa.
But for now we'll go back to his poor father, the man had been a construction work carpenter before his life was practically confiscated and his wife decided shipbuilding was a more proper profession for her husband. Hard as she might be on him, the career change paid off and mister 'o Niall found himself living a good and prosperous life soon after.
By now the family had moved to Port Láirge in southern Munster and Uilliam grown up to be the only man to stand his ground in the fierce household. Deciding he wanted to see some of the world and having learnt the basics of woodwork (as well as stirring up quite some dirt in the town) Uilliam enlisted on a merchant's ship sailing on Caledonia. He was only fourteen at the time but his father deemed him capable and saw it a good way to have the unruly boy taught some discipline.
For several years Uilliam kept the job and most likely he would have done so longer if the foolish captain hadn't gone broke, leaving him unemployed in Port Láirge again.
There he received two favours from his family, the first of his mother. She sent him to grammar school where he learnt to read, write and do mathematics. After that he was adequately skilled, his father spoke with several Briton navy officials. He gave them part of his busyness as a surety and with that Uilliam became a licensed purser of the Briton navy with whom he sailed to many places until his twenty-fifth year.
Uilliam was returning from a journey that had led him to sail cooperating with their Dutch allies for several months when the ship he was enlisted on, the biggest he had ever thus far sailed on, was raided by Spanish gallions. He and several other ranked members of the crew were taken captive for ransom or information gathering, Uilliam never knew. They managed to get away in an encounter with the Dutch who picked them up and returned them later to the royal navy.*
In the latest two years of his life Uilliam for the first time sailed across the North Atlantic ocean, now as a Chief cook and Purser on an arms supply line. The journey was of rather short duration and Uilliam saw little of Columbia. Their purpose was solely of a military logistic purpose and he also dislikes to speak of it for several unrelated reasons.
Having returned to Britannia Uilliam now looks for a less military appointment after realising that if he won't things are far too likely to end up badly. Whether he will be made purser again or just chief cook is of little importance, the main purpose is to stay a part of the life he's come to love. The seas, crews and ships, together with a healthy dose of unexpected trouble are just too much for Uilliam to resist.
Personality characteristics:
Most of the more experienced sailors have an attitude, in particular against any young blood aboard the ship. When Uill first started working on ships of the line the added weight of being a young purser made it a tough job becoming part of the group.
Now, many years later he's changed into one of the few people to be on good terms with pretty much everyone on board. Whether it is because he is the only cook the Royal Navy ever had that managed to serve such un-british, or in other words decent, meals or because there is yet to be a sailor who tells more exaggerated stories, Uill doesn't care. Although it also occurred to him that the sympathy he won by being the first man at the gundeck whenever conflict broke out might have had to do with it, or that people for some reason found him trustworthy.
Whatever the case, Uilliam tries to take care of the rookies on the ship as well as the veterans, ending up being one of the best informed crew members as a nice reward.
To make his day Uill demands himself to fulfill three main objectives. First he'll make sure everyone is well fed and those underweight adequately over-fed. Its no good to be skinny, no complaining, eat!
As for the second, the gundeck'd better be in proper order, clean and ready to be used. This comes not from a hidden fear of unexpected conflict but rather a great love for the mighty iron barrels and their use. Uilliam is almost as fanatic about the cannons as he is about his kitchen.
The third is possibly the easiest of them all: Never will there be silence when he's awake! Be it singing, telling the most fantastic of stories or just the roaring of laughter, a ship's not supposed to be a quiet place.
Skills:
Uilliam is capable of turning any combination of products into a decent meal, firing and loading any 32-pounder or less cannon without help at amazing speeds and he knows the rigging of several ships by hart.
Additionally, he can read and write, do mathematics and forge official documents with surprisingly good results. Not that he often does but if his galley is a worn closet full of junk, he can't help but wonder.
Languages:
Speaks all British accents like they're his own. No Briton, Hibernic or Caledonic man will ever catch him making a mistake. Also, due to his three months' worth of labour on a Dutch ship Uilliam can understand basic Dutch sentences, nothing complex though.
*This caused Uilliam to be grateful enough to forgive them for the terrible habits of eating unrecognisable stews and other hideous meals.
Age: 27 years young.
Nationality: Hibernic (Munsterian)
Sex: Male
Eyes: Blue
Skin: Once pale, now lightly tanned.
Hair: Messy and characteristically uncontrollable brown-red hair. At the beginning of a journey it is short, which of course changes along the way. Not that it really matters, the stubborn strands are so chaotic that it'll take a while before it shows the length.
Build: Broad and appearing a little overweight though that isn't actually the case. Uill's physique is governed by several factors, the first of which are his personal attempts at training his arms until they're wider than a deck-cannon, and even though unsuccessful, he's positive he'll one day succeed.
Second is that, with gratitude to his ogre-like parents, Uill is one of few people to actually have big bones and being built like an hibernic island doesn't bother him in the least. Why should it, he's the only cook in any navy that can single-handedly use one of the 32 pounder cannons.
Lastly Uill empathises his rather wide statue by also wearing wider clothes. There is nothing like making a good first impression, sailing with many different crews taught him that lesson the right (hard) way.
Height: 1 meter 65
Background:
Early in the eighteenth century Uilliam's mother married his rather unfortunate father and three years later his older twin sisters were born, to be followed by himself another three years on. Although Uill resembles his two sisters in statue he was lucky to miss out on the rather unpleasant cosmetic features. It would be a very mean thing to say that they looked like ogres, but one cannot do but wonder whether that's better or worse than telling terrible lies. For Uilliam the solution was easy though, he never mentioned it until safely aboard a Briton ship heading for Africa.
But for now we'll go back to his poor father, the man had been a construction work carpenter before his life was practically confiscated and his wife decided shipbuilding was a more proper profession for her husband. Hard as she might be on him, the career change paid off and mister 'o Niall found himself living a good and prosperous life soon after.
By now the family had moved to Port Láirge in southern Munster and Uilliam grown up to be the only man to stand his ground in the fierce household. Deciding he wanted to see some of the world and having learnt the basics of woodwork (as well as stirring up quite some dirt in the town) Uilliam enlisted on a merchant's ship sailing on Caledonia. He was only fourteen at the time but his father deemed him capable and saw it a good way to have the unruly boy taught some discipline.
For several years Uilliam kept the job and most likely he would have done so longer if the foolish captain hadn't gone broke, leaving him unemployed in Port Láirge again.
There he received two favours from his family, the first of his mother. She sent him to grammar school where he learnt to read, write and do mathematics. After that he was adequately skilled, his father spoke with several Briton navy officials. He gave them part of his busyness as a surety and with that Uilliam became a licensed purser of the Briton navy with whom he sailed to many places until his twenty-fifth year.
Uilliam was returning from a journey that had led him to sail cooperating with their Dutch allies for several months when the ship he was enlisted on, the biggest he had ever thus far sailed on, was raided by Spanish gallions. He and several other ranked members of the crew were taken captive for ransom or information gathering, Uilliam never knew. They managed to get away in an encounter with the Dutch who picked them up and returned them later to the royal navy.*
In the latest two years of his life Uilliam for the first time sailed across the North Atlantic ocean, now as a Chief cook and Purser on an arms supply line. The journey was of rather short duration and Uilliam saw little of Columbia. Their purpose was solely of a military logistic purpose and he also dislikes to speak of it for several unrelated reasons.
Having returned to Britannia Uilliam now looks for a less military appointment after realising that if he won't things are far too likely to end up badly. Whether he will be made purser again or just chief cook is of little importance, the main purpose is to stay a part of the life he's come to love. The seas, crews and ships, together with a healthy dose of unexpected trouble are just too much for Uilliam to resist.
Personality characteristics:
Most of the more experienced sailors have an attitude, in particular against any young blood aboard the ship. When Uill first started working on ships of the line the added weight of being a young purser made it a tough job becoming part of the group.
Now, many years later he's changed into one of the few people to be on good terms with pretty much everyone on board. Whether it is because he is the only cook the Royal Navy ever had that managed to serve such un-british, or in other words decent, meals or because there is yet to be a sailor who tells more exaggerated stories, Uill doesn't care. Although it also occurred to him that the sympathy he won by being the first man at the gundeck whenever conflict broke out might have had to do with it, or that people for some reason found him trustworthy.
Whatever the case, Uilliam tries to take care of the rookies on the ship as well as the veterans, ending up being one of the best informed crew members as a nice reward.
To make his day Uill demands himself to fulfill three main objectives. First he'll make sure everyone is well fed and those underweight adequately over-fed. Its no good to be skinny, no complaining, eat!
As for the second, the gundeck'd better be in proper order, clean and ready to be used. This comes not from a hidden fear of unexpected conflict but rather a great love for the mighty iron barrels and their use. Uilliam is almost as fanatic about the cannons as he is about his kitchen.
The third is possibly the easiest of them all: Never will there be silence when he's awake! Be it singing, telling the most fantastic of stories or just the roaring of laughter, a ship's not supposed to be a quiet place.
Skills:
Uilliam is capable of turning any combination of products into a decent meal, firing and loading any 32-pounder or less cannon without help at amazing speeds and he knows the rigging of several ships by hart.
Additionally, he can read and write, do mathematics and forge official documents with surprisingly good results. Not that he often does but if his galley is a worn closet full of junk, he can't help but wonder.
Languages:
Speaks all British accents like they're his own. No Briton, Hibernic or Caledonic man will ever catch him making a mistake. Also, due to his three months' worth of labour on a Dutch ship Uilliam can understand basic Dutch sentences, nothing complex though.
*This caused Uilliam to be grateful enough to forgive them for the terrible habits of eating unrecognisable stews and other hideous meals.
Last edited by Szechuane on Sat Feb 27, 2010 5:48 pm; edited 1 time in total
Szechuane- Mist
- Join date : 2010-02-03
Posts : 5
Age : 34
Location : Leiden, as magical a place as there ever was one.
Re: Wildlings OOC
Name: Finnbar Molloy
Alias: Black Finn
Age: 38 (Thirty-eight)
Gender: Male
Eyes: Grey
Skin: Light, clearly showing his Gaelic descent.
Hair: Dark, looking black-blue although it really is but very black. It is quite lengthy and is generally kept in check by a piece of rope or string, tying it together to form some kind of tail. Much more care, however, is put in maintaining Finnbar's beard. It is a neat, short beard that rivals the darkness of his other manes.
Height: 1 meter 79 (Yes, he is one big Hibernian.)
Build: From a distance Finnbar appears just your average man, albeit poorly shaven. When one would decide to approach this perfectly ordinary looking man, with each step he will seem to grow up to the moment you realize what's going on. Not only is Finnbar exceptionally tall but his height is matched in all proportions. Broad shoulders, wide arms and a bearded face together make him look somewhat like a magnification of most other sailors.
Background:
Finnbar is the second child in a family of eight. Having enjoyed a chaotic yet rather unimportant early youth he actually was the first to leave his parents' care and start a life of his own. In this he was initially still financially supported by his middle-class family but it didn't take long before even that help became redundant.
At the age of eighteen Finnbar married a local girl, a most appreciatory young lady but with parents as uninfluential as his. They had a child only a year later, it would become a remarkably bright boy but of course they didn't yet know that yet. The child, Lain, was blessed with the looks of his mother but not endowed with his father's build. It was raised by its mother as Finnbar was out for work often.
When about three years later the boy fell ill and the local physician (the only one they could afford) was at a loss Finnbar travelled around the whole of Hibernia to find help. This lost him his place at the ship he'd been employed at but like most parents would, he didn't care.
Most of his efforts were vein attempts to have Lain looked after by one of the better known professors in medicine, of a rare and improbably preoccupied kind in Hibernia at the time. All of his attempts failed and hopelessly he turned to local folklore looking for a cure.
This, as it but rarely does, proved a wise thing to do and Lain Molloy lived. Life returned to a form resembling 'normal'. Finnbar started sailing again, his wife managed to get around on his pay while at first teaching Lain herself, before getting him accepted on grammarschool. The child would grow up impressively well-educated as compared to any other boy from a comparable social class.
As for Finnbar, he sailed on several different vessels and under several captains before ending up as a second mate under captain Doherty senior, with Yellow-Eyes as a first mate already aboard. When later the old Doherty retired and Yellow-Eyes succeeded him Finnbar assumed the First mate-position and has held it ever since. He is well acquainted with the Doherty family as well as with some of the other older members of the crew.
Personality:
Finnbar Molloy is what you'd call a composed man. Everything he does is well thought over, everything he says is calculated and everything he doesn't do or say most likely even more so. Saving him from being a saint of reliability and boredom are Finnbars cynical sense of humour and his not to be underestimated ability to lie. They're white lies mostly but even so they make him a very dangerous opponent in a game of dice and trecherously good at telling tall tales. Tall tales that aren't all too far-fetched but still miles from the truth.
It'll do to understand that Finnbar has been a sailor for quite a while and that he knows the routines to such an extent that directing a crew becomes a somewhat mechanical busyness. He knows exactly how to get young ship's boys to learn their trade without having to be too harsh on them as well as being able to have more experienced sailors acknowledge his authority.
Skills: Sailing, general fighting with and without a weapon, basic logistics.
Languages: Hibernic and a little Briton.
Alias: Black Finn
Age: 38 (Thirty-eight)
Gender: Male
Eyes: Grey
Skin: Light, clearly showing his Gaelic descent.
Hair: Dark, looking black-blue although it really is but very black. It is quite lengthy and is generally kept in check by a piece of rope or string, tying it together to form some kind of tail. Much more care, however, is put in maintaining Finnbar's beard. It is a neat, short beard that rivals the darkness of his other manes.
Height: 1 meter 79 (Yes, he is one big Hibernian.)
Build: From a distance Finnbar appears just your average man, albeit poorly shaven. When one would decide to approach this perfectly ordinary looking man, with each step he will seem to grow up to the moment you realize what's going on. Not only is Finnbar exceptionally tall but his height is matched in all proportions. Broad shoulders, wide arms and a bearded face together make him look somewhat like a magnification of most other sailors.
Background:
Finnbar is the second child in a family of eight. Having enjoyed a chaotic yet rather unimportant early youth he actually was the first to leave his parents' care and start a life of his own. In this he was initially still financially supported by his middle-class family but it didn't take long before even that help became redundant.
At the age of eighteen Finnbar married a local girl, a most appreciatory young lady but with parents as uninfluential as his. They had a child only a year later, it would become a remarkably bright boy but of course they didn't yet know that yet. The child, Lain, was blessed with the looks of his mother but not endowed with his father's build. It was raised by its mother as Finnbar was out for work often.
When about three years later the boy fell ill and the local physician (the only one they could afford) was at a loss Finnbar travelled around the whole of Hibernia to find help. This lost him his place at the ship he'd been employed at but like most parents would, he didn't care.
Most of his efforts were vein attempts to have Lain looked after by one of the better known professors in medicine, of a rare and improbably preoccupied kind in Hibernia at the time. All of his attempts failed and hopelessly he turned to local folklore looking for a cure.
This, as it but rarely does, proved a wise thing to do and Lain Molloy lived. Life returned to a form resembling 'normal'. Finnbar started sailing again, his wife managed to get around on his pay while at first teaching Lain herself, before getting him accepted on grammarschool. The child would grow up impressively well-educated as compared to any other boy from a comparable social class.
As for Finnbar, he sailed on several different vessels and under several captains before ending up as a second mate under captain Doherty senior, with Yellow-Eyes as a first mate already aboard. When later the old Doherty retired and Yellow-Eyes succeeded him Finnbar assumed the First mate-position and has held it ever since. He is well acquainted with the Doherty family as well as with some of the other older members of the crew.
Personality:
Finnbar Molloy is what you'd call a composed man. Everything he does is well thought over, everything he says is calculated and everything he doesn't do or say most likely even more so. Saving him from being a saint of reliability and boredom are Finnbars cynical sense of humour and his not to be underestimated ability to lie. They're white lies mostly but even so they make him a very dangerous opponent in a game of dice and trecherously good at telling tall tales. Tall tales that aren't all too far-fetched but still miles from the truth.
It'll do to understand that Finnbar has been a sailor for quite a while and that he knows the routines to such an extent that directing a crew becomes a somewhat mechanical busyness. He knows exactly how to get young ship's boys to learn their trade without having to be too harsh on them as well as being able to have more experienced sailors acknowledge his authority.
Skills: Sailing, general fighting with and without a weapon, basic logistics.
Languages: Hibernic and a little Briton.
Last edited by Szechuane on Sat Feb 27, 2010 5:48 pm; edited 1 time in total
Szechuane- Mist
- Join date : 2010-02-03
Posts : 5
Age : 34
Location : Leiden, as magical a place as there ever was one.
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FOG: Footsteps of Ghosts :: In Character :: Expert Role-Playing :: Expert Out of Character Discussion :: Archived Expert OoC Topics
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